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Worked well enough imho even without a way to highlight the chosen direction.
EDIT: I too would have preferred keeping diagonals
Also, it doesn't hurt that Jupiter Hell's got some good-looking animation in it, which is another thing most traditional roguelikes lack, so this one ought to be easier on the eyes.
That said, it's fine.
Sacrificing game dynamics to accommodate stupid people ends up making a game that could have been great, but was compromised for the perception that doing so would lead to bigger profits. In this case, it wont though. Roguelikes take some degree of intelligence to be good at, and if a person is so sub-par intellectually that they cannot figure out how to move on diagonals, this wont be the game for them, and they will rage out and quit, and leave a bad review, soon after buying it regardless of the appeasement given to them.
Game wont last long; will probably be abandoned mid-way through development. Have been looking forward to it after playing DoomRL a lot recently. But if the dev is willing to compromise such a basic, foundational dynamic such as diagonal movement, money is on their mind, not a great game (unfortunately he'll end up with neither, most likely). It wont stop at movement, either. Any other future perceived "accessibility" problem will be met with blunting of other game dynamics.
Ill wait and see the reviews I guess to see if its something I might be interested in regardless, but meh... what else was compromised behind the scenes to make the game more "accessible"?
They're not removing diagonals because people won't be able to figure out how to do them; it's that it's awkward to control on a D-pad or without a numpad (like many modern laptops lack). When it's awkward to control, it's much easier to decide to just stop playing, or to not buy the game. Of course, you probably figured this all out, because you're so intelligent and all...
Based on the OP people not knowing there were diagonals was a listed reason for them being removed.
Making your primary controls or game design worse to make a secondary control setup better is a bad idea...especially when you can simply rebind keys instead and the whole problem is solved.
So far as people not knowing, force a short tutorial and make them use diagonal to get through it if the dev is that worried about it.
But when you make a game like this, it isnt ever going to be mass market, so either make it well for the people that its being made for, or you end up ruining it to please more people that are going to just leave a bad review anyways because the game should be "live action and not all this jerky pause stuff".
Blows my mind how many devs make a game bad to make it "accessible" to people that wouldnt play it so they play it for 3 hours and leave a bad review and people that would have enjoyed it and played it for 80 hours play it for 25 and leave a bad review.
This is hysterical. As though the ability to move diagonally is the determining factor as to whether or not the game is good. I ought to let XCOM, Advance Wars, and Into the Breach know that their games aren't good anymore, because we just found out about diagonals.
What if...and this might sound crazy...the game is designed around the fact that there aren't diagonals? And that it can be every bit as good or deep as a game that does have diagonals, but it's just a design choice?
Let me rephrase something:
This is basically what some of the initial roguelike players thought of DoomRL when it was released in the times when mostly linux users knew turn-based roguelikes. I'm glad I didn't listen to them.
As for going mass market, there's already a lot of interest bringing this to Switch and other consoles, where the controller is the only control, not "secondary".
I'm guessing dodge also is supposed to make up for this?
The major issue is that really it should take longer to travel diagonally than NSEW because you are travelling farther.